I want to take a minute to differentiate between authentic and educational games. In my opinion, many educational games fail in engaging the students in a meaningful and lasting way. Yes, students may take the turns and go through the game, but they don’t enjoy and get involved with educational games in the same manner they do with authentic games. That is because the engagement is not the same, they do not internalize those curricular pieces to the same degree as they do with authentic games.
If you bring to the table an authentic game, which also happens to have curricular connections, then you have something powerful. Students can see through educational games as another worksheet in disguise and they can get put off. With authentic games, the students are eager to succeed at the game and to do so they utilize the curricular, social and life skills that are a part of the game.
It is the same power that drives “real world” connections in the classroom. As educators, we try to make real world connections so that what we are teaching has context and takes on meaning with the students. Games create that context through well developed themes and meaning materializes as they strive to succeed.
I don’t mean to be down on “educational” games, but too often they miss the mark.
October 5, 2008 at 4:53 am
The role of educational games is growing. Certainly by making learning fun has a huge edge on pure classroom slog. But as these games develop so does their sophistication and design. Originally developed as a teaching resource in the classroom they are becoming more widely used by parents at home. In this capacity the games are highly beneficial in the schooling process, but as you suggest some need to be more encompassing. Many are, and the recent launch of a series of Nintendo maths games will help to pull the others up to the standard you suggest.
Alistair Owens Keen2learn
October 5, 2008 at 11:07 am
I would really suggest that you consider ceasing to use “educational game” as a pejorative term. There is nothing about educational games that makes them inherently less fun for kids. Like any game, there are some that are more fun, and some that are less fun. I notice that a lot of educational games are designed by teachers who don’t have much training or experience with game design, and those products often just use a game framework to review educational subject matter, and are not a game to any significant degree. I would call those educational tools.
I think some educational games actually fit your definition of “authentic” games. The Xeko series comes to mind.
Given that you include games like RoboRally in your list of “authentic” games makes me wonder. RoboRally has no more educational value than any other games, but it is certainly a very engaging game.
You could make a convincing argument that Arkadia was good in an educational setting because it illustrates market forces. You could say Felix the Cat in the Bag fits classroom use because it illuminates facets of psychology.
Since your definition of educational content is so broad, what you’re really defining is a preference for quality, fun, engaging games versus those that no kid would want to play a second time.
I agree that educational content in games should be subtle and/or layered. In designing Star Hopper (http://strategic-space.com/sh.html), I started with a game design that was easy and fun.
You move your colony ships through the galaxy trying to be the first to colonize four star systems. You can only move from one star system to the next if you have the correct color showing on your color die. A deck of 107 star cards is used to randomly determine which star systems are open to colonization, and all of the star cards are arranged numerically from closest (Alpha Centauri) to furthest (Rigel), they have graphic representations of the star system, and they have the most common or current name for the star. The only part of the card that is important to the game play is the number that corresponds to the numbered stars on the game board, but by seeing the information on the star card, I am hoping that they will incite more players to learn more about those stars. I have also put the rules for playing the game as the first two pages in a 48-page companion book, so players have to at least pick up the book and open it once in order to even play the game.
If you’re interested in reviewing it, I’ll let you know when it’s published. I’m hoping to get it out in January now, but sales and financing have been a bit hard to come by in the current economy, so it may be delayed further.
October 7, 2008 at 2:40 pm
Mark,
I think we are in agreement in some aspects. I do think there are some games that are marketed as “educational” games that are excellent. Unfortunately, many of these games are not as engaging. I do not want these to create any biases against what are fantastic educational resources.
I will have to disagree with you regarding my game selections. All of them support both state and national curriculum. RoboRally is a great game that can be used to introduce the concepts of basic programming and simple machinery.
My goal is to introduce educators to the wealth of resources available outside of traditional educational catalogs. In the process, I hope that I highlight some great games that engage students and help promote self-guided inquiry towards curricular concepts and skills.
We both want to give students the opportunities to be engaged and succeed.
October 9, 2008 at 11:43 am
I think one of the advantages to a an authentic game is that it will be encountered again outside of an educational context. While not many families have Puerto Rico, it’s more likely to be seen again than say National Geographic Trivia set. So if these games are taught within an educational context, like economic game theory, or geographic thinking, then that can be primed again outside the classroom.